/**
 * Copyright (C) 2002-2015   The FreeCol Team
 * <p>
 * This file is part of FreeCol.
 * <p>
 * FreeCol is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 * <p>
 * FreeCol is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * <p>
 * You should have received a copy of the GNU General Public License
 * along with FreeCol.  If not, see <http://www.gnu.org/licenses/>.
 */

package net.sf.freecol.server.model;

import java.util.Random;
import java.util.logging.Logger;

import net.sf.freecol.common.model.Colony;
import net.sf.freecol.common.model.ColonyTile;
import net.sf.freecol.common.model.Game;
import net.sf.freecol.common.model.GoodsType;
import net.sf.freecol.common.model.ModelMessage;
import net.sf.freecol.common.model.Resource;
import net.sf.freecol.common.model.Tile;
import net.sf.freecol.common.model.Unit;
import net.sf.freecol.common.model.UnitType;
import net.sf.freecol.common.util.LogBuilder;
import net.sf.freecol.server.control.ChangeSet;
import net.sf.freecol.server.control.ChangeSet.See;


/**
 * The server version of a colony tile.
 */
public class ServerColonyTile extends ColonyTile implements ServerModelObject
{

    private static final Logger logger = Logger.getLogger( ServerColonyTile.class.getName( ) );


    /**
     * Trivial constructor required for all ServerModelObjects.
     */
    public ServerColonyTile( Game game, String id )
    {
        super( game, id );
    }

    /**
     * Creates at new ServerColonyTile.
     *
     * @param game The <code>Game</code> this object belongs to.
     * @param colony The <code>Colony</code> this object belongs to.
     * @param workTile The tile in which this <code>ColonyTile</code>
     *                 represents a <code>WorkLocation</code> for.
     */
    public ServerColonyTile( Game game, Colony colony, Tile workTile )
    {
        super( game, colony, workTile );
    }


    /**
     * New turn for this colony tile.
     *
     * @param random A <code>Random</code> number source.
     * @param lb A <code>LogBuilder</code> to log to.
     * @param cs A <code>ChangeSet</code> to update.
     */
    @Override
    public void csNewTurn( Random random, LogBuilder lb, ChangeSet cs )
    {
        Colony colony = getColony( );
        ServerPlayer owner = ( ServerPlayer ) colony.getOwner( );

        Tile workTile = getWorkTile( );
        if ( ! isColonyCenterTile( ) && ! isEmpty( ) && canBeWorked( ) )
        {
            for ( Unit unit : getUnitList( ) )
            {
                Resource resource = expendResource( workTile, unit.getWorkType( ),
                                                    unit.getType( ) );
                if ( resource != null )
                {
                    lb.add( " ", getId( ), " exhausted resource ",
                            resource.getType( ).getSuffix( ) );
                    cs.addMessage( See.only( owner ),
                                   new ModelMessage( ModelMessage.MessageType.WARNING,
                                                     "model.colonyTile.resourceExhausted", colony )
                                           .addNamed( "%resource%", resource )
                                           .addName( "%colony%", colony.getName( ) ) );
                    cs.add( See.perhaps( ), workTile );
                    break;
                }
            }
        }
    }

    /**
     * This method is called only when a new turn is beginning.  It
     * will reduce the quantity of the bonus <code>Resource</code>
     * that is on the given tile, if any and if applicable.
     *
     * @param tile The <code>Tile</code> to check for a resource.
     * @param goodsType The <code>GoodsType</code> the goods type to expend.
     * @param unitType The <code>UnitType</code> doing the production.
     * @return The <code>Resource</code> if it is exhausted by this
     *     call (so it can be used in a message), otherwise null.
     */
    private Resource expendResource( Tile tile, GoodsType goodsType,
                                     UnitType unitType )
    {
        if ( ! tile.hasResource( ) ) return null;

        Resource resource = tile.getResource( );
        if ( resource.isUnlimited( ) ) return null;

        if ( resource.useQuantity( goodsType, unitType,
                                   tile.getPotentialProduction( goodsType, unitType ) ) == 0 )
        {
            tile.cacheUnseen( );//+til
            tile.removeResource( );//-til
            return resource;
        }
        return null;
    }

    /**
     * Returns the tag name of the root element representing this object.
     *
     * @return "serverColonyTile"
     */
    @Override
    public String getServerXMLElementTagName( )
    {
        return "serverColonyTile";
    }
}
